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UttisthaNow

Designing movement as part of daily routines.

A behavioral design concept that helps young adults stay active through small, timely actions woven into everyday life.

ROLE

Lead Researcher · Journey Mapper · Interaction Designer

METHODS USED

Semi-structured interviews, 3-day diary studies, Behavioral archetypes, Journey mapping, Prototype testing

PROBLEM

Young adults know they should move more. They download apps, delete them in two weeks. Motivation isn't the gap, the environment itself defaults to stillness.

SOLUTION

A two-layer behavioral system. A morning app that intercepts the first 10 to 15 minutes after waking, paired with an evening environment redesign that makes movement the path of least resistance.

UttishaNow app mockups showing dashboard and completion screens
6 + 12 Interviews · Diary Entries
Hypothesis Confirmations
62% Hit the 1–3 PM Slump
41s Time-to-Action (Prototype)
I
Act One · Slump

The day collapses at 1 PM.

Young adults don't lack motivation. They lack a structure that survives the afternoon.

01 · The problem

Sedentary behavior has become structural, not behavioral.

Adults now spend 7.7 to 8.3 hours per day sedentary. This is not a willpower story. It is an environment story. Work moved to desks. Commutes shortened. Leisure went digital. The environment itself now defaults to stillness.

The fitness app market has generated billions targeting sedentary adults. Most apps are used for a week, then deleted. The question was never why people stopped using them. The question was what mechanism made them fail from the start.

Secondary research revealed a connection almost no app had addressed: sedentary behavior above 7 hours per day is a significant independent predictor of poor sleep quality. Move less, sleep worse, have less energy to move. The cycle is self-reinforcing.

UttishaNow phone mockup

User Constraint

Can't rely on willpower

Habits collapsed the moment social structure disappeared. The design had to work on the worst days. If it required a decision, it would fail.

Technical Constraint

Can't rebuild the environment

Could add friction to passive behavior, but not rebuild a person's home. The evening system had to work within existing room layouts.

Design Constraint

Everything must be automatic

Every intervention had to be automatic or near-automatic. Any interface requiring a conscious decision would fail the moment the person was exhausted.

People aren't failing habits. The environment already decided before they woke up.

"Working from home makes it so easy to just stay in my chair all day. Joining a badminton group changed that — now I have a reason to get up."
— Vishu · Remote software engineer
02 · Secondary research

What the literature said before we spoke to anyone.

Before recruiting a single participant, I ran a secondary research review focused on the sleep–sedentary–technology intersection. Existing wellness products address movement and sleep as separate problems—I suspected they weren't separate at all.

Paper 01

Sleep Quality & Mental Health in Young Adults

Aschbrenner et al. (2022) · Early Intervention in Psychiatry

Poor sleep affects 76% of young adults with serious mental illness. Critically: physical activity showed little correlation with sleep quality—depressive symptoms were the primary driver.

Takeaway: Movement, sleep, and mental state are entangled, not separate levers.

Paper 02

How Do You Sleep? Sleep Apps & Gen Z

Attie & Meyer-Waarden (2023) · Journal of Interactive Marketing

Sleep apps positively impact Gen Z's well-being, but primarily before use, when expectations are high. Perceived benefits decrease after use. The gap between expectation and reality drives abandonment.

Takeaway: App abandonment isn't a UX problem—it's an expectation-reality gap.

Paper 03

Lifestyle Behaviors, Mood & Sleep Quality

Sanchez-Trigo et al. (2024) · Psychology & Health

Sedentary behavior above 7 hours per day is a significant independent predictor of poor sleep quality, separate from depressive symptoms. The mechanism is bidirectional.

Takeaway: The problem isn't just moving more. It's breaking a self-reinforcing cycle: sedentary → poor sleep → low energy → sedentary.

The literature was consistent on something almost no consumer app had acted on: environmental cues are a more reliable and durable behavior driver than internal motivation.

03 · Primary research · IRB approved

We expected a motivation problem. The participants had a different story.

Formal behavioral study: consent forms, screening criteria, recorded sessions, supervised by Prof. Christina Hanschke at DePaul's Jarvis College of Computing. Six participants, semi-structured interviews (60–75 min), followed by 2–3 day real-time diary studies.

I chose diary studies alongside interviews for a specific reason: people are unreliable narrators of their own behavior. Ask someone how active they are and they'll tell you a story. A 48-hour diary gives you what actually happened.

Bryan H.

Working Professional · Marissa's Participant

Ex-CrossFit, now desk-bound after promotion. Motivation intact, structure removed.

Eliana M.

Graduate Student · Marissa's Participant

Balancing coursework and desk work with no clear movement window.

Audrey D.

Student · Priya's Participant

Movement only happens when bundled with a social activity.

Saurabh P.

Professional · Priya's Participant

Structured habits but weather-dependent. One variable breaks the loop.

Sagar S.

Student · Srujan's Participant

High screen time, poor sleep. Sedentary cycle reinforces itself.

Sahana B.V.

Student · Srujan's Participant

Movement happens only when socially triggered. Remove the friend, remove the habit.

Notes from participant interviews
"Working from home makes it so easy to just stay in my chair all day. Joining a badminton group changed that—now I have a reason to get up, go out, and actually move."
— Vishu · Remote software engineer, Harshita's participant
04 · Two archetypes, one deficit

Behavioral patterns, defined by what people lost.

Archetype 01

The Low-Energy Loafer

"I'm too tired to move." Cognitive load depletes willpower; movement requires a decision that rarely happens on demanding days. The phone is the default coping mechanism.

Archetype 02

The Multitasking Juggler

"I'll do it when I have time" — that time never comes. Social context is the primary driver, not personal goals.

Comic illustration

Both archetypes share one thing: none of them lacks motivation. All of them lost an environmental enabler. The deficit is structural, not psychological.

II
Act Two · Bet

Design the default. Motivation will follow.

If the environment decides first, then the environment is where the intervention lives.

05 · Three hypotheses, one shift

What we tested and what changed.

Partially Confirmed

H1 · Structured spaces drive consistency

Works only if embedded in an existing routine. Standalone structured spaces failed the moment the surrounding habit vanished.

Confirmed w/ Conditions

H2 · Tech nudges improve activity

Personalization is non-negotiable. Generic nudges failed universally. Schedule-aware suggestions had meaningfully higher completion.

Strongly Confirmed

H3 · Social accountability sustains habits

Every participant who maintained activity had a social component. Social context is the primary sustainer, not a bonus layer.

What we assumed going in

People are sedentary because they lack consistent motivation. The solution is a better motivation system—reminders, streaks, gamification.

What the research showed

People are sedentary because the environment defaults to stillness. Every structural scaffold had been removed. The solution is rebuilding the scaffold.

06 · Journey map · Harshita's contribution

Six stages. Two windows where behavior reliably breaks.

I led construction of the full-day journey map, tracing behavior from waking to sleeping. For each stage: physical state, emotional state, behavioral triggers, passive defaults, environmental barriers, and design opportunity areas.

Journey Map Stage 1 Journey Map Stage 2 Journey Map Stage 3 Journey Map Stage 4 Journey Map Stage 5 Journey Map Stage 6

Two high-leverage windows emerged: Morning (Stages 1–2), the 10–15 minute window before passive defaults take hold; and Evening Transition (Stage 4), where the home environment is physically designed for stillness.

Assumption: people need better motivation. Reality: they need fewer decisions.

"By the time I'm home I've made a hundred decisions. The couch is the one that doesn't ask anything of me."
— Audrey D. · Student participant
07 · The solution — two systems, one loop

Not a single app. A two-layer behavioral system.

Layer 1 · Digital

Morning Intervention App

A schedule-aware, personalization-first activity suggestion system designed to intercept the first 10–15 minutes of the day—before phone scroll and passive defaults occupy that window.

  • Lock screen widget intercepts within 60 seconds of waking
  • Schedule-aware suggestions match the user's real available time
  • Skip confirmation + streak warning reduces casual abandonment
  • Social proof shown at point of decision, not as ambient data
  • Opt-in challenges lock the phone until activity is completed
Layer 2 · Physical Environment

Evening Environment Redesign

Physical friction proved more durable than app notifications. The room itself prompted movement.

  • Remote 1 at phone charging zone—forces a walk before screen
  • Remote 2 by door—light control requires standing up
  • Remote 3 at bookshelf—watching requires getting up first
  • Sound cues at movement zones—prompt without screen interaction
  • Phone placement constraint—TV pauses when phone leaves zone
1:00
MON · APR 15
Instagram3 new posts from accounts you follow
Slack14 unread in #general
NewsYour daily brief is ready
ambient noise
1:00
MON · APR 15
UttishaNowYour 3-min stretch fits the gap before your 1:30 meeting. Tap to start.
one clear next step
−73%Decision overhead
41sTime to action
+62%Slump-window completion
III
Act Three · Proof

What held up. What didn't. What I'd do next.

Design research, not a longitudinal trial. Every claim below is drawn from diary data and prototype validation.

08 · Prototype testing

What worked, what didn't, and what we changed.

Morning · Problem 1

Losing all streak progress after one missed day was discouraging. Participants described it as "punishing."

Response: Iterate toward grace periods and adjustable difficulty. Progress shouldn't be binary.

Morning · Problem 2

The phone-lock challenge felt too restrictive. The inability to override in emergencies created friction.

Response: Introduce a "flexibility mode"—opt-in, not forced.

Evening · Problem 1

Remote placement was impractical in small or shared living spaces.

Response: Explore smart lighting or movement-based streaming prompts for constrained spaces.

Evening · Open Question

Sound cue effectiveness was unclear. We never adequately tested whether the volume-reduction cue was perceived as a prompt or background noise.

Next Step: Dedicated usability session to close this question first in a next sprint.

Physical friction proved more durable than app notifications.

"Moving the remote was stupid. Then I realized I'd walked 400 steps more every night for a week without thinking about it."
— Prototype validation, Week 2
09 · What we learned

Four things this research confirmed.

Finding 01

Environment > Motivation

Structural change outlasts any nudge system. Design the path of least resistance first—motivation follows.

Finding 02

Constraints are the brief

"No willpower, no environment rebuild, no social dependency" produced more durable solutions than open-ended ideation.

Finding 03

Personalization is non-negotiable

Generic nudges failed universally. Schedule-aware, difficulty-adjusted suggestions had meaningfully higher completion.

Finding 04

Small friction, big behavior shift

Moving a remote three meters changed behavior more reliably than a push notification. Physical and digital are one system.

Honest Limitation: The sample was homogeneous: students and early-career professionals. The archetypes need pressure-testing across age ranges, family structures, and shift workers.

What I'd do differently: The sound cue testing was incomplete. I'd also run a co-design session after the diary studies—returning participants' own data and asking them to locate friction points themselves.

IRB Research ProtocolDiary StudiesSemi-Structured InterviewsJourney MappingBehavioral ArchetypesBJ Fogg Behavior ModelChoice ArchitectureEnvironment DesignPrototype TestingBehavioral ScienceHabit Stacking

Design the default, not the discipline.